約 5,079,607 件
https://w.atwiki.jp/niconamadqrta/pages/169.html
どの作品も平均以上にこなすことのできるRTAプレイヤーである。 【コミュニティ】 ぬっくがぬくぬくゲームする http //com.nicovideo.jp/community/co454705 【記録】 DQ1RTA 1 35 57(Lv8ゴーレム) DQ2RTA 3 43 ??(はぐれ0)(ust) DQ3RTA 2 55 33(勇者豪傑) DQ5RTA 5 38 40(ust)(嫁ビアンカ) DQ6RTA 7 34 39(下級職) 【大会実績】 【関連】 裏 http //www.ustream.tv/channel/ぬっく http //www.stickam.jp/profile/nukk ツイッター http //twitter.com/birobiro2525
https://w.atwiki.jp/niconamadqrta/pages/139.html
【コミュニティ】 俺とホイミンがドラクエ界を癒してやんよ http //com.nicovideo.jp/community/co1527457 【記録】 DQ8 12 27 57 【大会実績】 【関連】 裏 http //www.stickam.jp/profile/shota2525 http //www.ustream.tv/channel/dq8-rta2
https://w.atwiki.jp/niconamadqrta/pages/132.html
DQ4に関する知識に定評がある。 【コミュニティ】 PS版DQ4RTA http //com.nicovideo.jp/community/co417932 【記録】 PSDQ4 4 42 54 PSDQ4真エンディングRTA 5 58 09 【大会実績】 【関連】 裏 http //www.ustream.tv/channel/die-zauber-flote-rta スカイプ die_zauber_flote_7 Twitter http //twitter.com/#!/devil_recorder
https://w.atwiki.jp/niconamadqrta/pages/120.html
SFCDQ5で5 30を出したとのこと(裏)。 【コミュニティ】 でも僕は、RTA! http //com.nicovideo.jp/community/co1395791 【記録】 SFCDQ5 5 40 52 ミルド中 【大会実績】 【関連】 裏 http //www.ustream.tv/channel/okia-rta http //www.stickam.jp/profile/okia2525 Twitter http //twitter.com/okia2525 skype okia2525
https://w.atwiki.jp/niconamadqrta/pages/170.html
カレー勢の一人 【コミュニティ】 カレーが始めるRTA放送 http //com.nicovideo.jp/community/co1405474 【記録】 DQⅢ 2:54:08 勇者・怠け者 (ニコ生)(2011.8.??) DQⅢ 2:53:47 勇者・怠け者 (裏 ust)(2012.01.04) 【大会実績】 【関連】 裏 http //www.ustream.tv/channel/dq3-rta-beginner-play http //www.ustream.tv/flash/live/9010535
https://w.atwiki.jp/djmax3/pages/17.html
SCORE MATCH 単純なスコアマッチ HANDICAP MATCH ハンディをつける事によって、FEVERゲージが貯まりやすくなる JOIN 誰かが作成した部屋にJOIN(接続)する === NETWORKモードの流れ === 1.AさんがSCORE MATCH or HANDICAP MATCHで部屋を作成する 2.BさんがJOINでAさんの作成した部屋に接続する 3.NETWORKモードで楽しむ 注意: 選曲できるのは部屋を作成したAさんのみ 曲の決定はBさんが「READY」状態(○ボタン押下)で、Aさんが決定しないと出来ない 一定コンボ以上でスコアボーナスが入る(先に達成した人のみ) NETWORKモードで 告白、花、オオカミ Tell me あなたに DJMAX 風にお願い Memory of Beach 朝型人間 Sunny Side の出現を確認
https://w.atwiki.jp/niconamadqrta/pages/59.html
第9回駅伝では、最後にhiroにまくらてしまい、号泣してしまう。 【コミュニティ】 しおコミュ2nd!(`・ω・´) http //com.nicovideo.jp/community/co433000 【記録】 【大会実績】 【関連】 Twitter http //twitter.com/siorabbit 裏 http //www.stickam.jp/profile/siorabitt
https://w.atwiki.jp/vip_nicovideo/
オッス俺、通報厨! どうせ暇だしニコを通報しまくって ニコ厨からかおうぜ! 地味に効いてる模様です 29 名前:以下、名無しにかわりましてVIPがお送りします。[] 投稿日:2008/03/27(木) 11 16 07.87 ID c8T5PJ7P0 アニメタグ検索 114,893件→114,889件 →114,968件(03/26) →114,903件(03/27 08 28) →114,858件(03/27 09 05) →114,839件(03/27 10;07) →114,813件(03/27 11;14) 82 名前:以下、名無しにかわりましてVIPがお送りします。[] 投稿日:2008/03/27(木) 11 21 14.91 ID c8T5PJ7P0 一日にアップロードは500件ある 減ってること自体がすごいこと テンプレ ◆違法動画通報先◆ 放送コンテンツ適正流通推進連絡会(情報提供入力フォーム) https //www.tv-copyright.jp/06_offer/input.html 東映(通報フォーム) https //member.toei-anim.co.jp/cgi-bin/enq/enq.cgi?id=copyright フジテレビ(権利侵害申告用フォーム) https //wwws.fujitv.co.jp/safe/rights/rightvform.html TBS(視聴者サービス部宛メッセージフォーム) https //cgi.tbs.co.jp/ppshw/contact/0030/enquete.do ◆通報の仕方(放送コンテンツ適正流通推進連絡会)◆ http //www.tv-copyright.jp/06_offer/input.htmlを開き、 区分の「その他動画サイト」にチェックを入れる。 「そのサイトのアドレス(半角)」に「http //www.nicovideo.jp/」を入力。 「テレビ局名」「テレビ番組名」を入力。 不明の場合はwikiでタイトル検索 「具体的な不正内容」に個別URLを列挙。 「どうしてその情報を知ったか」には「掲示板で情報を得た」とか適当でおk 通報に飽きたらここで煽ってあげてください http //pc11.2ch.net/test/read.cgi/streaming/1206535067/ 現在、鼠国が動きはじめた * + 巛 ヽ 〒 ! + 。 + 。 * 。 + 。 | | * + / / イヤッッホォォォオオォオウ! ∧_∧ / / (´∀` / / + 。 + 。 * 。 ,- f / ュヘ | * + 。 + 。 + 〈_} ) | / ! + 。 + + * ./ ,ヘ | ガタン ||| j / | | ||| ―――――――――――― カウンタ - 今日 - 昨日 - 名前 コメント
https://w.atwiki.jp/mrfrtech/pages/36.html
Market Analysis Advancement and improvement in equipment and gaming programming are key parts driving the advancement of the overall PC game market. The rising entry of internet services combined with the simple accessibility and openness of games across the globe is also expected to push the marked improvement in the approaching years. PC game architects are in like manner persistently improving and stretching the innovative boundaries in regard to the ongoing delivery of illustrations in the computer game industry, as would be considered normal to fuel the advancement of the overall video gaming market. Further, the ascent of cloud gaming is relied upon to drive market development. Most recent advances in state-of-the-art cloud development have changed cloud gaming into this present reality. In cloud gaming, the server, where all games are put away, does all the calculation work, which joins game scene conveying, game reasoning getting ready, video encoding, and video online. For instance, a couple of organizations, OnLive, G-Cluster, StreamMyGame, Gaikai, and T5-Labs, are at this point business cloud gaming administrations. This new region is similarly considered to be a veritable competitor for the regular game market. This has provoked significant computer game organizations, for example, Sega, Ubisoft, Epic Games, Atari, Warner Bros, Disney Interactive studio, to layout associations with OnLive to circulate their games. Likewise, in May 2020, Nvidia GeForce Now added 19 games to its cloud gaming library and further declared an additional18 new games that will be accessible on GeForce NOW. Moreover, the gaming area is seeing broad activity from new organizations that are further inciting market advancement. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/10594 Market Segmentation The Global Video Game Market has been portioned in light of gaming gadgets, gaming type, end-client, and locale. The worldwide computer game market is isolated into the control center, tablet and cell phone in light of gaming gadgets. The cell phone gaming fragment is relied upon to hold the biggest portion of the market. It is relied upon to develop at a quicker rate during the estimated time frame inferable from the rising interest for portable games and various mechanical progressions on the lookout, for example, AR, VR, cloud gaming. As indicated by research, there were in excess of 200 million portable game players last year in the United States alone. In view of gaming type, the worldwide video gaming market is partitioned into on the web and disconnected gaming. The web-based gaming section is relied upon to hold the biggest portion of the piece of the pie, and it is relied upon to develop at the quickest rate during the figure time frame. The rise of 5G organizations and accessibility of limitless information plans are additionally expected to be key variables towards the achievement of web-based gaming across the globe, as most gamers normally like messing around online on their cell phones. The expanding administrations and interest in the 5G framework are likewise vital towards this achievement. In light of end-client, the worldwide market is separated into children, teens and grown-ups. The teen portion is relied upon to hold the biggest portion of the piece of the pie and is relied upon to develop at the quickest rate during the gauge time frame. Regional Analysis The Global Video Game Market is sectioned into Asia-Pacific, North America, Europe, the Middle East and Africa, and South America. Asia-Pacific is relied upon to hold the biggest offer in the worldwide video gaming business, where countries, for instance, China, Japan, and South Korea, show a high potential in market advancement. The Chinese endeavors are ready to acknowledge the business openings carried by worldwide digitalization because of the ascent in the computerized biological system. Further, 5G innovation is also driving the versatile-based VR gaming market in China. Key Players The fiercely competitive video game market appears fragmented, with many large small players forming a competitive landscape. Product launch, agreement partnership, M A, and expansion are strategic initiatives traced from recent market proceedings. Players leading the video game market are Nintendo Co. Ltd (Japan), Tencent Holdings Limited (China), Activision Blizzard Inc. (US), Ubisoft Entertainment SA (France), Electronic Arts Inc. (US), and Qualcomm Wireless Communications Technologies (China) Limited, among others. Industry News May 2020 - Microsoft has uncovered the send-off of the game Red Nexus in Xbox Series X before the finish of 2020. The game professes to help the critical specialized highlights of the Xbox Series X, for example, ongoing beam following, 120-outlines per-second activity, and super-quick stacking times. Browse Full Report Details @ https //www.marketresearchfuture.com/reports/video-game-market-10594 Table of Contents 1 Executive Summary 2 Scope of The Report 2.1 Market Definition 2.2 Scope of The Study 2.2.1 Research Objectives 2.2.2 Assumptions Limitations 2.3 Market Structure Continued… Similar Report** Internet of things (IoT) Market https //ictmrfr.blogspot.com/2022/04/internet-of-things-market-growth-key.html B2B Telecommunication Market https //www.scutify.com/articles/2022-04-12-b2b-telecommunication-market-analysis--geographic-growth-opportunities-for-it-security-and-data- Cash Management System Market https //market-research-future.tribe.so/post/cash-management-system-market-size-receives-a-rapid-boost-in-economy-due-to--625d5382d24f49591bd3befb Open Source Intelligence (OSINT) Market By Security Type (Human Intelligence, Content Intelligence, Dark Web Analysis, Link/Network Analysis, Data Analytics, Text Analytics, Artificial Intelligence, Big Data, Others), Technology (Bid Data Software, Video Analytics, Text Analytics, Visualization Tool, Cyber Security, Web Analysis, Social Media Analysis, Others), Application (Military Defense, Homeland Security, Private Sector, Public Sector, National Security, Others) About Market Research Future At Market Research Future (MRFR), we enable our customers to unravel the complexity of various industries through our Cooked Research Report (CRR), Half-Cooked Research Reports (HCRR), Raw Research Reports (3R), Continuous-Feed Research (CFR), and Market Research Consulting Services. Contact Market Research Future (Part of Wantstats Research and Media Private Limited) 99 Hudson Street, 5Th Floor New York, NY 10013 United States of America 1 628 258 0071 (US) 44 2035 002 764 (UK) Email sales@marketresearchfuture.com Website https //www.marketresearchfuture.com #market #research #industry #data #report #share #digital #gnews Plugin Error キーワードを入力してください。 #trend #future #analyis #industryreport #industrygrowth #demographic #strategy #manegment
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りゅに対して「その人の虚言癖が少々気になるので」と発言する等、 まひる・ファミ連合の一員であることを仄めかしている。 【コミュニティ】 大都会NAGOYA(℃_°)! http //com.nicovideo.jp/community/co1077470 【記録】 DQ5RTA 5 33 23 【大会実績】 第9回DQRTA駅伝 【関連】 ついったー https //twitter.com/#!/miso3_2525 すかいぷ komachi715 裏 http //www.stickam.jp/profile/misoshirushiru http //www.ustream.tv/channel/misoshirushiru